399 lines
15 KiB
C#
399 lines
15 KiB
C#
using System.Collections.Generic;
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using System.Text;
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using AlicizaX.Editor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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using UnityEditorInternal;
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namespace AlicizaX.Localization.Editor
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{
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internal class LocalizationSettingsProvider : UnityEditor.SettingsProvider
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{
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private SerializedObject _serializedObject;
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private SerializedProperty _languageTypes;
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private ReorderableList _languageList;
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private SerializedProperty _genLangaugeTypePath;
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private SerializedProperty generateScriptCodeFirstConfig;
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private List<string> popConfig = new List<string>();
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// Track original state for comparison
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private List<string> _originalLanguages = new List<string>();
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private bool _hasUnsavedChanges = false;
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public LocalizationSettingsProvider() : base("Project/Localization Settings", SettingsScope.Project)
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{
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}
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public override void OnActivate(string searchContext, VisualElement rootElement)
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{
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InitGUI();
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}
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private void InitGUI()
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{
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var setting = LocalizationConfiguration.Instance;
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_serializedObject?.Dispose();
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_serializedObject = new SerializedObject(setting);
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_languageTypes = _serializedObject.FindProperty("LanguageTypes");
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_genLangaugeTypePath = _serializedObject.FindProperty("_genLangaugeTypePath");
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generateScriptCodeFirstConfig = _serializedObject.FindProperty("generateScriptCodeFirstConfig");
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// Store original language list
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_originalLanguages.Clear();
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for (int i = 0; i < _languageTypes.arraySize; i++)
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{
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_originalLanguages.Add(_languageTypes.GetArrayElementAtIndex(i).stringValue);
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}
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// 自定义 ReorderableList
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_languageList = new ReorderableList(_serializedObject, _languageTypes,
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draggable: false,
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displayHeader: true,
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displayAddButton: true,
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displayRemoveButton: true);
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_languageList.drawHeaderCallback = rect => { EditorGUI.LabelField(rect, "Language Types"); };
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_languageList.drawElementCallback = (rect, index, isActive, isFocused) =>
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{
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var element = _languageTypes.GetArrayElementAtIndex(index);
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rect.y += 2;
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if (index < 2) // 前两个(中文、英文)禁止修改
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUI.TextField(
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new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight),
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element.stringValue);
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EditorGUI.EndDisabledGroup();
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}
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else
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{
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EditorGUI.BeginChangeCheck();
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string newValue = EditorGUI.TextField(
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new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight),
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element.stringValue);
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if (EditorGUI.EndChangeCheck())
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{
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element.stringValue = newValue;
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_hasUnsavedChanges = true;
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}
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}
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};
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// 禁止删除前两个
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_languageList.onCanRemoveCallback = list =>
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{
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return list.index >= 2; // 只有索引 >=2 的项才能删除
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};
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// Hook for when a language is added
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_languageList.onAddCallback = list =>
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{
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int newIndex = _languageTypes.arraySize;
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_languageTypes.InsertArrayElementAtIndex(newIndex);
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var newElement = _languageTypes.GetArrayElementAtIndex(newIndex);
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newElement.stringValue = "NewLanguage";
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_hasUnsavedChanges = true;
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};
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// Hook for when a language is removed
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_languageList.onRemoveCallback = list =>
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{
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if (list.index < 2)
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{
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EditorUtility.DisplayDialog("Cannot Remove", "The first two languages (ChineseSimplified and English) cannot be removed.", "OK");
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return;
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}
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// Just remove from the list, no immediate sync
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_languageTypes.DeleteArrayElementAtIndex(list.index);
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_hasUnsavedChanges = true;
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};
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popConfig.Clear();
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if (setting.LanguageTypeNames.Count > 0)
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{
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foreach (var lang in setting.LanguageTypeNames)
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{
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string name = lang.Or("Unknown");
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popConfig.Add(name);
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}
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}
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}
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public override void OnGUI(string searchContext)
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{
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if (_serializedObject == null || !_serializedObject.targetObject)
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{
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InitGUI();
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}
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_serializedObject.Update();
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(_genLangaugeTypePath);
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EditorDrawing.DrawStringSelectPopup(new GUIContent("Gen Lang"), new GUIContent("None"), popConfig.ToArray(), generateScriptCodeFirstConfig.stringValue,
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(e) =>
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{
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generateScriptCodeFirstConfig.stringValue = e;
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_serializedObject.ApplyModifiedProperties();
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LocalizationConfiguration.Save();
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});
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if (GUILayout.Button("Generate Language Types"))
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{
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RegenerateLanguageTypes();
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}
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_languageList.DoLayoutList();
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if (EditorGUI.EndChangeCheck())
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{
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_serializedObject.ApplyModifiedProperties();
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LocalizationConfiguration.Save();
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}
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// Add Save button
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EditorGUILayout.Space(10);
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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using (new EditorGUI.DisabledGroupScope(!_hasUnsavedChanges))
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{
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if (GUILayout.Button("Save Language Changes", GUILayout.Width(200), GUILayout.Height(30)))
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{
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ApplyLanguageChanges();
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}
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}
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GUILayout.FlexibleSpace();
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EditorGUILayout.EndHorizontal();
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if (_hasUnsavedChanges)
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{
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EditorGUILayout.HelpBox("You have unsaved language changes. Click 'Save Language Changes' to apply them to all GameLocalizationTable assets.", MessageType.Warning);
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}
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}
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private void RegenerateLanguageTypes()
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendLine("using System.Collections.Generic;");
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sb.AppendLine("");
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sb.AppendLine("/// <summary>");
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sb.AppendLine("/// AutoGenerate");
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sb.AppendLine("/// </summary>");
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sb.AppendLine("public static class LanguageTypes");
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sb.AppendLine("{");
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for (int i = 0; i < LocalizationConfiguration.Instance.LanguageTypeNames.Count; i++)
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{
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sb.AppendLine($"\tpublic const string {LocalizationConfiguration.Instance.LanguageTypeNames[i]} = \"{LocalizationConfiguration.Instance.LanguageTypeNames[i]}\";");
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}
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sb.AppendLine("");
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sb.AppendLine("\tpublic static readonly IReadOnlyList<string> Languages = new List<string>");
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sb.AppendLine("\t{");
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for (int i = 0; i < LocalizationConfiguration.Instance.LanguageTypeNames.Count; i++)
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{
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sb.AppendLine($"\t\t\"{LocalizationConfiguration.Instance.LanguageTypeNames[i]}\",");
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}
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sb.AppendLine("\t};");
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sb.AppendLine("");
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sb.AppendLine("\tpublic static string IndexToString(int index)");
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sb.AppendLine("\t{");
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sb.AppendLine("\t\tif (index < 0 || index >= Languages.Count) return \"Unknown\";");
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sb.AppendLine("\t\treturn Languages[index];");
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sb.AppendLine("\t}");
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sb.AppendLine("");
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sb.AppendLine("\tpublic static int StringToIndex(string s)");
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sb.AppendLine("\t{");
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sb.AppendLine("\t\tint index = -1;");
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sb.AppendLine("\t\tfor (int i = 0; i < Languages.Count; i++)");
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sb.AppendLine("\t\t{");
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sb.AppendLine("\t\t\tif (Languages[i] == s)");
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sb.AppendLine("\t\t\t{");
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sb.AppendLine("\t\t\t\tindex = i;");
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sb.AppendLine("\t\t\t\tbreak;");
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sb.AppendLine("\t\t\t}");
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sb.AppendLine("\t\t}");
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sb.AppendLine("");
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sb.AppendLine("\t\treturn index;");
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sb.AppendLine("\t}");
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sb.AppendLine("");
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sb.AppendLine("}");
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System.IO.File.WriteAllText(_genLangaugeTypePath.stringValue, sb.ToString());
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AssetDatabase.Refresh();
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}
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public override void OnDeactivate()
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{
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base.OnDeactivate();
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LocalizationConfiguration.Save();
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}
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private void ApplyLanguageChanges()
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{
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// Get current language list
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List<string> currentLanguages = new List<string>();
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for (int i = 0; i < _languageTypes.arraySize; i++)
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{
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currentLanguages.Add(_languageTypes.GetArrayElementAtIndex(i).stringValue);
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}
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// Detect changes
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List<string> addedLanguages = new List<string>();
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List<string> removedLanguages = new List<string>();
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Dictionary<string, string> renamedLanguages = new Dictionary<string, string>(); // old -> new
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// Find added languages
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foreach (var lang in currentLanguages)
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{
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if (!_originalLanguages.Contains(lang))
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{
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addedLanguages.Add(lang);
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}
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}
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// Find removed languages
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foreach (var lang in _originalLanguages)
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{
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if (!currentLanguages.Contains(lang))
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{
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removedLanguages.Add(lang);
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}
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}
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// Detect renames (same index, different name)
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for (int i = 0; i < Mathf.Min(_originalLanguages.Count, currentLanguages.Count); i++)
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{
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if (_originalLanguages[i] != currentLanguages[i])
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{
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// Check if this is a rename (not an add/remove)
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if (!addedLanguages.Contains(currentLanguages[i]) && !removedLanguages.Contains(_originalLanguages[i]))
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{
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renamedLanguages[_originalLanguages[i]] = currentLanguages[i];
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}
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}
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}
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// Apply changes to all tables
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string[] guids = AssetDatabase.FindAssets("t:GameLocaizationTable");
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int tablesUpdated = 0;
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foreach (string guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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GameLocaizationTable table = AssetDatabase.LoadAssetAtPath<GameLocaizationTable>(assetPath);
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if (table == null)
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continue;
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bool tableModified = false;
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// Handle renames first
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foreach (var rename in renamedLanguages)
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{
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LocalizationLanguage language = table.Languages.Find(lang => lang.LanguageName == rename.Key);
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if (language != null)
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{
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language.LanguageName = rename.Value;
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language.name = rename.Value;
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tableModified = true;
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}
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}
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// Handle additions
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foreach (var newLang in addedLanguages)
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{
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// Skip if already exists
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if (table.Languages.Exists(lang => lang.LanguageName == newLang))
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continue;
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// Create new LocalizationLanguage asset
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LocalizationLanguage newLanguage = ScriptableObject.CreateInstance<LocalizationLanguage>();
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newLanguage.name = newLang;
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newLanguage.LanguageName = newLang;
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newLanguage.Strings = new List<LocalizationLanguage.LocalizationString>();
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// Synchronize keys from existing table structure
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foreach (var section in table.TableSheet)
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{
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foreach (var item in section.SectionSheet)
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{
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string sectionKey = section.SectionName.Replace(" ", "");
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string itemKey = item.Key.Replace(" ", "");
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string fullKey = sectionKey + "." + itemKey;
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newLanguage.Strings.Add(new LocalizationLanguage.LocalizationString
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{
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SectionId = section.Id,
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EntryId = item.Id,
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Key = fullKey,
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Value = string.Empty
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});
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}
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}
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AssetDatabase.AddObjectToAsset(newLanguage, table);
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table.Languages.Add(newLanguage);
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tableModified = true;
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}
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// Handle removals
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foreach (var removedLang in removedLanguages)
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{
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LocalizationLanguage languageToDelete = table.Languages.Find(lang => lang.LanguageName == removedLang);
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if (languageToDelete != null)
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{
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table.Languages.Remove(languageToDelete);
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UnityEngine.Object.DestroyImmediate(languageToDelete, true);
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tableModified = true;
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}
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}
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if (tableModified)
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{
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EditorUtility.SetDirty(table);
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tablesUpdated++;
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}
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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// Update original languages list
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_originalLanguages.Clear();
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_originalLanguages.AddRange(currentLanguages);
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_hasUnsavedChanges = false;
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// Log results
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if (addedLanguages.Count > 0)
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Debug.Log($"Added {addedLanguages.Count} language(s) to {tablesUpdated} table(s): {string.Join(", ", addedLanguages)}");
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if (removedLanguages.Count > 0)
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Debug.Log($"Removed {removedLanguages.Count} language(s) from {tablesUpdated} table(s): {string.Join(", ", removedLanguages)}");
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if (renamedLanguages.Count > 0)
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Debug.Log($"Renamed {renamedLanguages.Count} language(s) in {tablesUpdated} table(s)");
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EditorUtility.DisplayDialog("Success", $"Language changes applied to {tablesUpdated} GameLocalizationTable(s).", "OK");
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}
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static LocalizationSettingsProvider s_provider;
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[SettingsProvider]
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public static SettingsProvider CreateMyCustomSettingsProvider()
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{
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if (s_provider == null)
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{
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s_provider = new LocalizationSettingsProvider();
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}
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return s_provider;
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}
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}
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}
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